List of Attack Attributes

(Rule)
Description:

Accurate

The attack doesn't suffer the -1 to-hit modifier for shooting at Long Range.

0.8
../pics/area_attack.pdf_tex
Examples of Area Attacks.Units A to D are hit by an Area Attack (3×3) from an attacker Located in their Front Arc.
In unit A, there are 3 ranks with more than 3 models. Number of hits: 3 + 3 + 3 = 9.
In unit B, the first rank has more than 3 models, but the second rank only has two models. There is no third rank.
Number of hits: 3 + 2 = 5.
Since unit C is a single model, there will always only be a single rank with a single model. Number of hits: 1.
In unit D, the first and second rank have 3 models. There is no third rank. Number of hits: 3 + 3 = 6.
Unit E is hit by an Area Attack (1×4) from an attacker Located in its Front Arc. The first and second rank have more than 1 model. There is no third or fourth rank. Number of hits: 1 + 1 = 2.
Unit F is hit by an Area Attack (1×4) from an attacker Located in its Flank Arc. There are more than 4 files with 1 or more models. Number of hits: 1 + 1 +1 +1 = 4.

Area Attack

When the attack hits, determine the position of the attacker's base:


• In case of a Ranged Attack, determine which Arc of the target the attacker's base is Located in.

• In case of a Melee Attack, determine which Facing of the target the attacker is Engaged in.

Front or Rear: Choose up to Y different ranks of the target.
Flank: Choose up to Y different files of the target.

For each rank/file selected this way, the unit suffers X hits, to a maximum equal to the number of models in this rank/file. A single Area Attack can never cause more hits than there are models in the unit.

Some Area Attacks have a higher Strength, Armour Penetration, and/or additional Attack Attributes stated in square brackets (e.g. Strength 3 [7], Armour Penetration 0 [4], [Multiple Wounds (D3)]). If so, a single hit from this attack, chosen by the attacker (following the normal rules for Distributing Hits), uses the Strength, Armour Penetration, and Attack Attributes in brackets. The bracketed values and Attack Attributes are not applied to any other hits.

Figure figure/area_attack illustrates examples of different Area Attacks.

Battle Focus

If the attack hits with a natural to-hit roll of ‘6’, the attack causes one additional hit (i.e. usually two hits instead of one).

In order for Shooting Attacks using Hopeless Shots to cause one additional hit, the first to-hit roll must be a natural ‘6’ and the second to-hit roll must be successful in order to hit the target.

Crush Attack

At the end of step 4 of the Round of Combat Sequence (immediately after issuing and accepting Duels), the model part may declare that it will use its Crush Attack this Round of Combat. It performs a single Close Combat Attack at Initiative Step 0, with Strength 10, Armour Penetration 10 (regardless of the user's Agility, Strength, and Armour Penetration), and Multiple Wounds (D3+1). The following restrictions apply to Crush Attacks:


• They cannot be made as Supporting Attacks.

• They never benefit from any weapons or other Attack Attributes the model part may have.

• The model part cannot make any other Close Combat Attacks during this Round of Combat (including other Crush Attacks, but can still use its Special Attacks such as Stomp Attacks or Impact Hits).

Devastating Charge

A Charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets.

For example, a model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is Charging.

Remember that Special Attacks cannot be affected by Attack Attributes, so the Model Rules and Characteristic modifiers gained from Devastating Charge are not applied to Special Attacks, like Impact Hits and Stomp Attacks, unless specifically stated otherwise.

This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristic modifiers from all of them when Charging.

Extra Support

The model part ignores the general Attack Value modifier for Supporting Attacks, but its Attack Value is never higher than the value stated in brackets (X) while performing Supporting Attacks.

Divine Attacks

Successful Aegis Saves taken against the attack must be rerolled.

Fight in Extra Rank

Model parts with Fight in Extra Rank, or using a weapon with Fight in Extra Rank, can make Supporting Attacks from an additional rank (normally, this means that models with Fight in Extra Rank will be able to make Supporting Attacks from the third rank). This rule is cumulative, allowing an additional rank to make Supporting Attacks for each instance of Fight in Extra Rank.

Flaming Attacks

The attack ignores Fortitude Saves and must reroll failed to-wound rolls against models with Flammable.

Harnessed

Model parts with Harnessed cannot make Supporting Attacks and cannot use weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with at least one model part with Harnessed is considered to be mounted.

Hatred

During the First Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.

Inanimate

Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).

Lethal Strike

An attack with Lethal Strike that wounds with a natural to-wound roll of ‘6’ has its Armour Penetration always set to 10 and ignores Fortitude Saves.

Lightning Reflexes

A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.

Magical Attacks

The Attack Attribute doesn't confer any additional effects. However, the Attack Attribute interacts with other rules, such as Aegis (X, against Magical Attacks).

March and Shoot

March Moving in the same Player Turn while affected by this Attack Attribute does not prevent the attack from being performed, unless the attack is also subject to Move or Fire.

Move or Fire

The attack may not be used if the attacking model has made an Advance Move, March Move, Random Movement, Reform, or Pivot during the current Player Turn. Note that the normal limitations still apply (e.g. no shooting after a Failed Charge Move).

Multiple Wounds

Unsaved wounds caused by the attack are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound from an attack with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle).

For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a ‘5’ for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.

If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.

Poison Attacks

If the attack hits with a natural to-hit roll of ‘6’, it automatically wounds with no to-wound roll needed.

Shooting Attacks using Hopeless Shots automatically wound only if the first to-hit roll is a natural ‘6’. Note that the second to-hit roll must still be successful in order to hit the target.

If the attack can be turned into more than one hit (e.g. a hit with Area Attack or Battle Focus), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.

Quick to Fire

The attack doesn't suffer the -1 to-hit modifier for Moving and Shooting.

Rage

Attack Attribute -- Close Combat

Reload!

The attack cannot be used for a Stand and Shoot Charge Reaction.

Shoot in Extra Rank

The model part may use Shooting Attacks from one additional rank (normally, this means that models with Shoot in Extra Rank will be able to make Shooting Attacks from the third rank).

Steady Aim

The model does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.

Toxic Attacks

The attack has its Strength always set to 3 and its Armour Penetration always set to 10.

Two-Handed

A model using a weapon with Two-Handed can simultaneously use a Shield only when being attacked by Ranged Attacks.

Unwieldy

The attack suffers an additional -1 to-hit modifier for Moving and Shooting (for a total of -2). When combined with Quick to Fire, the attack can only ignore the normal -1 to-hit modifier for Moving and Shooting, not the additional -1 to-hit modifier from Unwieldy.

Volley Fire

If at least one model in a unit can draw Line of Sight to the target, then all model parts using Volley Fire in the same unit ignore all intervening models of their own Height or smaller for Line of Sight and Cover purposes.

In addition, unless making a Stand and Shoot Charge Reaction, models in a unit in Line Formation that has not moved during this Player Turn gain Shoot in Extra Rank.

Weapon Master

At step 2 of the Round of Combat Sequence (Choose weapon) of each Round of Combat, model parts with Weapon Master may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a weapon with a Weapon Enchantment, the model part must still use it.